Effects of a Gaze-Based 2D Platform Game on User Enjoyment, Perceived Competence, and Digital Eye Strain

Mark Colley, Beate Wanner, Max Rädler, Marcel Rötzer, Julian Frommel, Teresa Hirzle, Pascal Jansen, Enrico Rukzio

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

Abstract

Gaze interaction is a promising interaction method to increase variety, challenge, and fun in games.We present “Shed Some Fear”, a 2D platform game including numerous eye-gaze-based interactions. “Shed Some Fear” includes control with eye-gaze and traditional keyboard input. The eye-gaze interactions are partially based on eye exercises reducing digital eye strain but also on employing peripheral vision. By employing eye-gaze as a necessary input mechanism, we explore the effects on and tradeoffs between user enjoyment and digital eye strain in a five-day longitudinal between-subject study (N=17) compared to interaction with a traditional mouse. We found that perceived competence was significantly higher with eye gaze interaction and significantly higher internal eye strain. With this work, we contribute to the not straightforward inclusion of eye tracking as a useful and fun input method for games.
Original languageEnglish
Title of host publicationCHI 2024 - Proceedings of the 2024 CHI Conference on Human Factors in Computing Sytems
Place of PublicationNew York, NY, USA
PublisherAssociation for Computing Machinery
Number of pages14
ISBN (Electronic)9798400703300
ISBN (Print)9798400703300
DOIs
Publication statusPublished - May 2024

Publication series

NameConference on Human Factors in Computing Systems - Proceedings

Bibliographical note

Publisher Copyright:
© 2024 Copyright held by the owner/author(s)

Funding

We thank all study participants. This research was partially funded by the Deutsche Forschungsgemeinschaft (DFG, German Research Foundation) through the project \u201CGaze-Assisted Scalable Interaction in Pervasive Classrooms\u201D (Project number: 425867974). This work was supported by a fellowship of the German Academic Exchange Service (DAAD) and by the Pioneer Centre for AI, DNRF grant number P1.

FundersFunder number
Danmarks Grundforskningsfond
German Academic Exchange Service
Deutsche Forschungsgemeinschaft425867974
Deutsche Forschungsgemeinschaft

    Keywords

    • 2D platform
    • digital eye strain
    • eye-gaze
    • gamification

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